The Hidden Truth

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Player > Weapon > Range > Dazzler, sunspot

Dazzler, sunspot

Starfinder Armory p.40

Level: 14
Price: 71500
Damage: 4d12 F
Range: 150 ft.
Critical: Blind
Capacity: 20 charges
Usage: 2
Bulk: 2
Special: Nonlethal

Dazzlers are a form of crowd control used primarily for civil peacekeeping. While the weapons use lasers to damage and sometimes blind targets, the beams are carefully calibrated to avoid inflicting lethal injury. Built on similar principles to the smaller compliance ray, dazzlers also tend to bear the colors of local law-enforcement groups. However, the similarities end there, as the dazzler is a bulky device usually carried with the help of a shoulder strap, with its business end covered by dozens of glassy bulbs surrounded by a conical shield. Downplaying this somewhat disturbing appearance, dazzler manufacturer ATech holds up the weapons as an important tool for safe peacekeeping and spreads the weapons wherever AbadarCorp is found. Dazzlers come in flash, strobe, and sunspot models.

Two-handed WeaponsTypeLevelPriceDamageRangeCriticalCapacityUsageBulkSpecialSource
Dazzler, flashHeavy314201d10 F120 ft.Blind20 charges22NonlethalARM p.40
Dazzler, strobeHeavy894202d12 F150 ft.Blind20 charges22NonlethalARM p.40
Dazzler, sunspotHeavy14715004d12 F150 ft.Blind20 charges22NonlethalARM p.40

Blind

The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds.

Blinded

You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can't observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.

Nonlethal

This weapon deals nonlethal damage. See page 252 for more information on how nonlethal damage works.

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